"The local troop have obtained a weapon crate. Check your map for the location!", // mission announcement
"Bandits have secured the supply!", // mission success
"Bandits did not secure the supply in time" // mission fail

to

"The local Bandit troop have obtained a weapon crate. Check your map for the location!", // mission announcement
"Heros have secured the supply!", // mission success
"Heros did not secure the supply in time" // mission fail

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I have ported some of the Extra Wicked AI missions from ARMA2/DayZ/Epoch's Wicked AI system. They are a purely derivative product based on this work:
Missions ported so far are: Abandoned Trader, Ambushed HMMWV, Army Base, Drone Pilot, Old MacDonald's Farm and Slaughter House.
I will be continuing this work with the others when I have time.
NOTE: In order to use these missions you will require CUP Terrains Core on your server. For those running non-vanilla ARMA3 maps, for example Chernarus Redux that should not be an issue.
Download
https://www.dropbox.com/s/19ln1t6yhsmbldw/Extra_WAI_Missions.zip?dl=0
Installation
(1) Copy the files in the downloadable archive to your Wicked AI's missions/bandit folder.
(2) Add the missions to the mission array in WAI's config.sqf, for example:
wai_bandit_missions = [
["abandoned_trader",5],
["ambushed_hmmwv",5],
["army_base",5],
["drone_pilot",4],
["macdonald",5],
["slaughter_house",5],
["nuke",4],
["Mi_48",6],
["MV_22",6],
["sniper_team",8],
["rebel_base",5],
["medi_camp",5],
["dropside",5],
["comm_center",10],
["C_192",11],
["destroyed_ural",11]
RePBO Wicked AI and upload to @epochhive/addons and enjoy!

V 6.80 build 118
Added: The server now sets simulation on/off and damage on/off for all objects listed in _missionLandscape and spawned at dynamic missions. Default missions updated.
Added: lists of armed vehicles from which you can choose those you wish to spawn at vehicles broken down by category (wheeled, traced APC, Tank, etc)
Added: Three constants that define how far away missions are from certain ingame bases, players and towns when they spawn. These were previously embedded in the code but not configurable.
blck_minDistanceToBases = 900; Minimum distance from any freq jammer or flag
blck_minDistanceToPlayer = 900; Minimum distance from any player
blck_minDistanceFromTowns = 300; Minimum distance from cites or towns.
Fixed: Alive AI counts were not disabled by blck_showCountAliveAI = false.
Fixed: The number of dynamically spawned underwater missions was not correctly set by blck_numberUnderwaterDynamicMissions.

V 6.79 BUILD 116
Added: optional count of alive AI at missions (blck_showCountAliveAI = true;_
Added map-specific information for Lythium.
Added optional definitions of AI Patrol Vehicles based on AI Difficulty (blue, red, green, orange).
Added ability for players to enter and fly mission helis.
Fixed issues with AI vehicles not being unlocked when all AI were killed.
Please note: several useless files were removed from the debug folder that goes in your mission.pbo.
DESCRIPTION
This update represents an almost complete re-write from the ground up of the original blckeagls mission system 2.02, to which a link is shown below.
https://epochmod.com/forum/topic/30063-blckeagls-ai-mission-version-202-release-122015/
Most of the mission system has been redone or extensively revised.
Features:
Built-in support for Epoch and Exile mods.
Toggle between default and fully militarized missions with a single parameter.
Dynamically spawning missions; support for multiple missions of a particular type (e.g., 3 Red, 2 Blue, 1 Orange, 1 Green).
Dynamically spawning underwater missions at which surface vessels, SDV patrols, helis, and nearby land units such as vehicles, static HMGs, and infantry can be spawned.
Support for static AI vehicle, air, emplaced or infantry, each of which can be customized for skill, position, and respawn timer.
Support for static Missions described by a mission template.
Addon modules include:
Time acceleration.
Map Addons spawner (useful for running scripts to add objects to the map at server startup)
Static Loot Spawner (used to spawn loot crates at specific locations at server startup; useful for static missions or AI strongholds).
Credits:
Epoch Mod developer team.
blckeagls - Original developer of mission system 2.0.2
Narines - bug fixes and improvements.
Bill (DBD Clan) example compositions.
cyncrwler for help with troubleshooting and testing
Brian Soanes for helpful changes and performance tweaks.
Grahame for many rounds of testing and feedback.
zxbutchxz for extensive testing of AI behavior.
* Additional Credits include authors of other missions systems who's work influenced this release:
Face (A3EAI)
KiloSwiss (SEM)
Hogscrapper (HC missions for A3)
the Vampire (DZMS and VEMF)
The FUCHS (EMS)
lazylink (early A2 Epoch mission system)
Matt11 (Wicked AI) Updates:
DOWNLOAD
Mission system
https://github.com/Ghostrider-DbD-/blckeagles-revisited-RC
Modified IgiLoad to load crates on SDV
https://github.com/Ghostrider-DbD-/IgiLoad
Installation:
Please see Installation.txt in the download for details.
License
This Mission System is provided under an Attribution Non-Commercial ShareAlike 4.0 Commons License.
http://creativecommons.org/licenses/by-nc-sa/4.0/

UPDATED 2/20/2018
Click here for files from Github
Hello all
I have been asked to post this so here goes. The island is surrounded by 20m high walls. Only 4 ways in, well you could try and land a heli, There is two weapon creates and a lottery box behind the palace.
M2s waiting to greet you.
If you would like the files, please PM me and I will send them to you. Don't forget to leave email in PM. I am looking to find a new way to post links since DropBox changed the way they share.
You have to update the items in the crates to the new class names in Epoch 1.0.6.2 DONE